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» Constructed Narratives: Using Play to Breakdown Social
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DIGRA
2003
Springer
14 years 24 days ago
Is Electronic Community an Addictive Substance?
In this study, we examine how online games, like the Massively Multiplayer Online Role Playing Game (MMORPG) EverQuest, are represented and controlled through media rhetoric. We l...
Florence Chee, Richard Smith
CSCW
2004
ACM
14 years 1 months ago
Return on investment and organizational adoption
This paper considers the complexity of measuring the return on investment for technology adoption. A brief case study of technology adoption in a large design and construction fir...
Jonathan Grudin
HICSS
2002
IEEE
85views Biometrics» more  HICSS 2002»
14 years 16 days ago
Just What Do the Youth of Today Want? Technology Appropriation by Young People
What do young people want from information and communication technology? Why do they adopt some technologies but reject others? What roles do mobile technologies play in their liv...
Jenny M. Carroll, Steve Howard, Frank Vetere, Jane...
DIGRA
2005
Springer
14 years 1 months ago
A Sociotechnical Conjecture about the Context and Development of Multiplayer Online Game Experiences
The advent of multiplayer online games brings new actors into the development scene and redefines traditional roles and interactions. Anchored on studies of the role of context in...
Licinio Roque
IJET
2008
108views more  IJET 2008»
13 years 7 months ago
The Place Metaphor in 3D CVEs: a Pedagogical Case Study of the Virtual Stage
This paper outlines a pedagogically-oriented case study of the use of a 3D collaborative virtual environment (3D CVE) to break down barriers between partners from different cultura...
Ekaterina Prasolova-Førland, Theodor G. Wye...